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PureBlue

+MODDER
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Everything posted by PureBlue

  1. Thank you mate, downloading now!
  2. CGN-25

    Task Force One, mighty ships! Looking great WBS! The other two are your WIPs?
  3. CGN-25

    Nice going mate!
  4. I have the above file and just extracted ArkRoyal to my Groundobjects.. Plus copied the V1_to_V2 files on top.. Works like a charm. Looking at the data.ini, not much is missing for SF2, except maybe some RadarFamily callouts and the sound definitions..
  5. Nice improvement with the skin I got a question: Considering the SAM complement, what's the difference in listing the various missile variables, (eg: MissileRange, Datalink, launcherPitch/yaw etc..) under the [WeaponSystem] section, from listing them in a separate [RAMLauncher] section? The LCS-1 has them listed under the former, and CG-47 Tico the latter. Edit: Is it because the RAM-116 is an infrared-homing missile? Though it integrates with the ships radar.. Yet, The LCS-1 data [RAMLauncher] has DATALINK=TRUE but no NetworkType callout. Perhaps not needed here(?).. Edit2: I think I get it, it doesn't integrate with Ships Radar but it's homes in to radar-energy at first phase, then infrared-homing.. So I think you've got it setup perfectly as much as the game allows.. I know you've been researching these while designing. That's why I'm asking, and the topic is very interesting I think. Thanks for the insight!
  6. Same here, keep up the great work guys
  7. Dark roads.. Is that your own modification of the tiles Migbuster or one your WIPs Stary? They look better to me than the white criss crossing roads all over the landscape.
  8. I really like the scaled down trees. Gives a feeling of largeness to the terrain. :good:
  9. I've been testing this and can't get the RAM-116 to lock on me and fire. Went through the data.ini and perhaps somethings up with the radar, not sure..
  10. I'm enjoying your work very much mate, thank you for developing
  11. You're not patched to the latest I suppose? The new cats would need TK's new extractor.
  12. I see what you mean now. If you setup a second AI flight to takeoff from the same airfield as yourself, with similar takeoff times, AI flights crash and burn. Same thing happens in the Classified Mission Mod. The KC-135 will spawn a few meters high and just drop to burn on the runway. If I space out the AI flight, for example with Starttime=17.0, they start the mission in the air at cruise speed over the airfield. Was it like this before? Also, there are still problems with AI carrier based flights taking off from their carrier.. Something else, set PlayerPositionID=X, and I think it should've let me fly wingman? No easy luck there. I'm sure if it can be done, you'd be the man to solve it although it seems there are a few bugs in there for sure..
  13. Welcome back mate, please post your example msn file here. All I can say is, AI flights do start from airfield runways, no problems at all there. We just need to find what's different in your SF1 msn file to a SF2 msn file. Carrier starts for AI only flights though, that seems to not work as desired. BUT there is a workaround. I've seen it in Rising Sun, many AI flights taking off from carriers at mission start. So it's possible but not as easy as it was in SF1. On the other hand, The in-game Mission Generator (not mission designer IMHO), sets up the mission a little differently. It will arrange the StartTime for AI flights so that the TimeOnTarget values will be close with other flights in the game. It's a way of guaranteiing good action in the mission.. I'll generate a few MSN files with it and post here. Because the in-game ME doesn't come with SF2V, only with the EXP2 AFAIK?
  14. Also; Don't know what it effects but many weapons have their CLmax value increased decreased: Example: AIM-9L May2011: CLmax=27.427999 AIM-9L Jun2011: CLmax=23.624201 Edit: Stary that's weird.. somebody else needs to confirm here. I did an online AutoInstall on top of May patch.
  15. Jun2011. Just tried stock SF2 too. Looks like clouds flipping issue stays fixed just like in May11 patch.
  16. ini name is the same as the terrain folders' name. Example: IsraelME terrain has IsraelME.ini
  17. Great to get the fade option. Now I can merge my installs to Jun11 patch And Stary, clouds don't flip for me.. Tried one of my mod installs, will try stock..
  18. Besides the bow wave, that water looks even sweeter
  19. Thanks for this nice update mate. Something I discovered in my May11 patch tests. The parked aircraft take off if these two variables are not defined for cat5 & 6: ReadyAnimationID=X ReadyAnimationTime=999.0
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